// Build this example with // v -live bounce.v module main import gx import gl import gg import glfw import time struct Game { mut: gg &gg.GG x int y int dy int dx int height int width int main_wnd &glfw.Window draw_fn voidptr } const ( window_width = 400 window_height = 300 width = 50 red = gx.rgb(255, 0, 0) green = gx.rgb(0, 255, 0) blue = gx.rgb(0, 0, 255) black = gx.rgb(0, 0, 0) ) fn main() { glfw.init_glfw() mut game := &Game{ gg: 0 dx: 2 dy: 2 height: window_height width: window_width main_wnd: 0 draw_fn: 0 } window := glfw.create_window(glfw.WinCfg{ width: window_width height: window_height borderless: false title: 'Hot code reloading demo' ptr: game always_on_top: true }) // window.onkeydown(key_down) game.main_wnd = window window.make_context_current() gg.init_gg() game.gg = gg.new_context(gg.Cfg{ width: window_width height: window_height font_size: 20 use_ortho: true window_user_ptr: 0 }) println('Starting the game loop...') go game.run() for { if window.should_close() { break } gl.clear() gl.clear_color(255, 255, 255, 255) game.draw() window.swap_buffers() glfw.wait_events() } } // Try uncommenting or changing the lines inside the live functions. // Guess what will happen: [live] fn (game &Game) draw() { game.gg.draw_rect(game.x, game.y, width, width, blue) game.gg.draw_rect(window_width - width - game.x + 10, 200 - game.y + width, width, width, gx.rgb(228, 10, 55)) game.gg.draw_rect(game.x - 25, 250 - game.y, width, width, gx.rgb(28, 240, 55)) } [live] fn (mut game Game) update_model() { speed := 2 game.x += speed * game.dx game.y += speed * game.dy if game.y >= game.height - width || game.y <= 0 { game.dy = -game.dy } if game.x >= game.width - width || game.x <= 0 { game.dx = -game.dx } } fn (mut game Game) run() { for { game.update_model() glfw.post_empty_event() // Refresh time.sleep_ms(17) // 60fps } }